Thuggish Splicer
From BioShock Wiki
| Thuggish Splicer | |
| Health |
100 (Default), 50 (Welcome to Rapture), 80 (Medical Pavilion), 150 (Arcadia and Farmer's Market), 200 (Fort Frolic), 700 (Hephaestus), 600 (Olympus Heights), 800 (Point Prometheus), 1200 (Proving Grounds) |
| Damage |
25 until Hephaestus, 80 in and after Hephaestus. |
| Location |
All levels. |
| Thuggish Splicer | |
| 1 | + Damage Vulnerable to antipersonnel rounds |
|---|---|
| 2 | Physical Tonic - SportBoost |
| 3 | ++ Damage |
| 4 | Physical Tonic - SportBoost 2 |
| 5 | +++ Damage |
The first Splicer type the player fights in the game, Thuggish Splicers are the bread and butter of BioShock combat: stupid and can burn up without a fuss if one has the Static Discharge Combat Tonic, as the damage at higher levels coupled with the stunning effect can render them inert whilst the player takes on tougher foes, or enjoys the sight of a moth flying into a bug-zapper. However, they make up for this by being fast movers. Later on in the game the player will encounter Thuggish Splicers who are invulnerable to electrical attacks. They also take a lot more ammo to kill, since Electro Bolt and Static Discharge will no longer have any effect on them.
[edit] Strategy
When badly injured, Splicers will attempt to use a nearby Health Station, if available. This can be used to the one's advantage if the player has previously hacked the Health Station. After the player has dealt a good amount of damage to the splicer, he or she will run to get health and be poisoned to death by the hacked Health Station.
Cannon Fodder? - To a degree. Early on, a single, a good Pistol headshot or Shotgun blast can take one down without a fuss. Later on, the player will have to switch to antipersonnel rounds and upgrade their weapons' damage at Power to the People stations if they wish to survive. However, a smart player will take advantage of their direct attack pattern - they tend to run straight at the player, giving them a short time to line up a headshot or give them a taste of the old Electro Bolt, then one-two punch them with the Wrench. This is of course assuming they aren't the kind that have developed immunity to electricity.
Weapon of Choice - As long as it's got antipersonnel ammo, use it. The Wrench can be quite useful if the player has the skill and timing or is running low on ammo. The trick is to dodge them if they rush the player (jump back or to the side), and strike them after they have already swung their weapon. One will be able to get a few good hits in if one can dodge behind them. The Grenade Launcher, however, may not be so useful unless it has the self-damage-negating upgrade, as they tend to get real close, real fast, and no one with any sense tries to fire a Grenade at point-blank range (well, not twice, at any rate). If the player is strapped for ammo, a one-two punch with the Electro Bolt followed with a whack of the Wrench makes quick work of them. Thuggish Splicers tend to move in a rather predictable way (i.e. straight at the player), so quickly laying a Cyclone Trap, Trap Bolt or Proximity Mine in their way will pay off.
| Enemies in BioShock | ||
| Organic | Thuggish Splicer · Leadhead Splicer · Nitro Splicer · Houdini Splicer · Spider Splicer | |
| Big Daddy (Machine) | Bouncer · Rosie · Rumbler | |
| Machine | Security Bot · Security Camera · Turrets | |
